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TAW_Blaze

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Everything posted by TAW_Blaze

  1. You must have not flown the Eagle very often then :) Most of the current BVR revolves around supersonic 6-8 mile flying beating the NEZ numbers with speed and high alpha maneuvers. After the initial exchange you're almost never above 15k ft because that alone would get you killed. Afterwards you're either stuck doing this again but from lower altitudes or notch / terrain mask which creates an armada of additional SA problems. In an Eagle in these scenarios pretty much you'd be gate all the time to get as much energy as possible and you can usually still do whatever you want since there is no restrictions on either AoA or G (the latter being a bit foolish, but regardless the jet is capable of handling 14G). In the early weeks I had a lot of issues barely scraping the ground while idle and brakes out but I got more used it now, especially in high dive angle vertical maneuvers you really need to be idle and very often airbrakes out and your split S exit altitudes are definitely a lot more conservative than the other jets. I was simply trying to find if there is a way to override anything in an "oh shit" scenario but if there isn't, just gotta watch out for it then. I'll add it the list of things I dislike about the jet :P
  2. I heard about this before.. but surely being able to attempt something than flying straight into the ground would be better, even if it results in an upside down flatspin? Aren't there any circuit breakers like in the others to kill the FBW? Typically problematic when you start split S-ing close to 10-15kft depending on terrain, once it gets past 600 to 650 you're almost doomed. The fact that the thing won't lose airspeed at that point doesn't help either, those airbrakes are about as goddamn useful as the brakes on the wheel. I've had as much as 20-30 degree dive angles kill me, although that particular case was just once. Otherwise I guess I got a lot more used to it, haven't crashed it in a while. Definitely cannot fly it like any of the other jets.. Eagle and Cat have a pretty easy time pulling out of anything, Hornet is doable but this.. once you overspeed it it's a flying coffin.
  3. Is there a way to override the AoA limiter? My guess was the manual pitch override but it doesn't seem to do anything at high speeds. Overspeeding the Viper is a real issue and if you let it go too far there's no way to avoid a crash.
  4. So you're telling me you have options to fly actual fighter jets with real performance and excitement in a simulated environment.. .. and there are people who want to sit behind a screen to operate a virtual person that operates a simulation of a drone that is an incapable piece of shit in comparison? Holy shit..
  5. TMS right is great until you have 15 bandits in your scan volume and it'll randomly center itself on one. TMS up behavior is a bit weird, but generally manageable as long as you have some time to fiddle with it. I also really dislike the fact that you can't move the antenna once you're bugged on something. I'm not sure if it's possible in the real jet, and what you can do in the Eagle is a bit extreme but it should be able to give you some leeway without risking to lose the tracks.
  6. You should be cautious to use unlimited fuel, it caused other PFMs to behave completely wrong.
  7. 104th Phoenix 4x F-16 1. Blaze 2. Fallen 3. Wiley 4. Aeons Roster to be updated until 31st of Jan latest.
  8. In my experience trying to mimic a loft will only hurt your missile. Be fast, be on shoot cue and don't have too much altitude disparity otherwise your slant range is too much regardless of energy advantage or deficit.
  9. To be fair the hornet and the viper are far more forgiving to fly once you know the basic air to air functionality, which are really not much more difficult to learn than FC3. You have about the same set of controls plus a table of MFD menus and dogfight modes to learn and that's it. On the other hand you get advanced HMD which is absolutely disgusting in short range WVR threshold fights and L16 which makes large scale tactics a breeze. You can practically fly with your eyes closed in most of the environments and only use your radar when you're shooting at someone. The effort required to build and maintain SA is in the dumpster and the only pitfall is people exploiting the shortcomings of datalink SA - hiding in AWACS blindspots. Your average pilot has infinitely higher chances of survival flying an FF bluefor module at this point. Obviously this is the point of the system. Honestly it feels even unrewarding since it skyrockets the skill floor in online play but I guess this is the next challenge to beat. In an environment with AWACS flying an Eagle over a Viper makes you completely handicapped and while you can absolutely still wipe the floor with most people you find, it's almost no contest at this point. Sure the radar can be tough to manage and it's slightly slower but these things don't matter compared to all the benefits. Once the P2P datalink is properly implemented it'll be far superior even without AWACS, right now you only share bugged targets and it's already disgusting for teamplay. The bottom line is it isn't about how complex an airframe is or how many buttons you gotta push, it's all about what features it has and whether they can be exploited better than the others. Learning the core air to air functions is a matter of a few days. Aircraft take time to master. Tactics take a lifetime.
  10. I only heard this from others but they believe it's an issue between TWS and L16 XMT being on.
  11. It works, thanks a lot! It's only capable of let's say 80% of what I want but good enough I guess.
  12. Thanks a lot! Then it seems from the patch notes the "supersonic zero-lift drag" part is missing. Please add it for clarification, as I saw many people were wondering about this.
  13. Ok, the missile in zone is a clever idea.. is this something I can do from the ME or I have to script it somewhere? Can you point me somewhere that explains? I haven't done any scripting in DCS. edit: I think I found where to do it.. now need to mess around until it works.
  14. Do you know how to do the timing part?
  15. I don't understand. The patch notes say only sub- and transonic zero lift drag, lift induced drag and lift was changed. You say there was nothing more than that but you also state it has "higher supersonic" drag, your wording is unclear. Did this happen now? - If yes that explains why the missile can only accelerate slower and reach lower peak mach. - If not then what is is the cause? The only answer I can think of is that the summarized effect of reduced drag and increased lift results in a net gain of drag at supersonic speeds. I understand that performance against maneuvering target is probably better but unfortunately I don't have a way of reliably comparing it. For non maneuvering I do and that's why I'm asking because I don't understand the data I got after testing it all across between 0 to 40k ft and compared old and new versions.
  16. I'm not too experienced with the ME and I'd like to do the following: AI flying straight and level, unresponsive. Once he is fired upon, he performs a level 180 turn (or split S, does not matter much) and attempts to run away in afterburners. I tried the aerobatic settings a bit but the split S seemed to be a bit unreliable at low altitudes and couldn't find a way to time it either. Anyone around who knows how to do something like this? :)
  17. The patch notes say nothing about increasing high supersonic drag. What else changed?
  18. Same results as you can see on the chart on the previous page across all altitudes on M0.9 nonmanevuering target shot at Rmax. Peak mach typically 5-10% worse after update.
  19. I didn't see much difference with the 120B on nonmaneuver target, however with the 120C how do you explain that: - "AIM-120C: reduced subsonic and transonic zero-lift drag, reduced lift-induced drag, increased lift" results in decreased acceleration and peak mach? I'm no expert but reducing some aspects of drag while keeping everything else the same should result in better acceleration and top speed?
  20. 104th_Blaze 104th Phoenix 150 ms ping Blue F-15C
  21. It can be modeled for sure. I don't know if the new RF modeling is sufficient. It's very unlikely anyone will get data on what implementations of ECM techniques existed in a given device at a given time, but once the background exists they should be able to implement fairly accurate approximates. Due the complexity of the topic and the foreseeable business gain I doubt this will be done anytime soon. Plenty of other things to take care of first.
  22. I agree that in terms of SA it can be problematic especially with astronaut pilots doing M2. However you seem to be arguing that the current ECM mechanics cause a critical disadvantage in BVR fighting which is just wrong. Yes you can use HOJ shots to get a reaction from people but common long range surprise tactics like this are extremely situational and even at that very rarely used, and not because of how HOJ works but because what the missile ranges are. If detecting a bandit only at ~ 25 nm is a big problem that means he's flying high which means your datalink will already see him. If you don't have datalink then what is your point with ECM? You can't possibly know what type of airframe it is in a russian jet, and you also can't IFF it and best case scenario you can correlate RWR range to the bandit to judge a HOJ shot. But then again unless there is a clear frontline you're shooting in the blind at an unidentified bogey. I see these shots serve a purpose in 2 scenarios: 1) you're in a clean 1v1 trying to deny altitude and SA. In this scenario if the other guy isn't clueless he will understand that within a certain time window any threat is nonlethal since it had to have been fired far outside parameters and a lazy crank or even often flying straight will defeat it alone. IIRC SARH HOJ also does not give any warning as it is passive homing. If they spot the smoke trail they should know how far it was fired which confirms the threat level of the missile. I think 120s go active but that's a different story. 2) you're outnumbered trying to push away some of the opposition. This would be far more useful than 1) since in a higher threat density people tend to have less SA. However unless you count on the smoke trail being spotted again as I understand the ER won't give them any warning so what exactly are they supposed to react on? I don't recall exactly how it works with the ER, but if instead they get an immediate STT launch warning in HOJ that makes it even easier for them since they can immediately understand that the incoming missile has absolutely no hopes of reaching them so there's no need for serious defense. While against average pilots something like an out of range STT warning can trigger a disproportionate reaction, in that case there is not much need for it since they won't compete with more common tactics that actually result in a kill or kill window. It can save the day every once in a while but like I said it's a very narrow % of your engagements. Labeling it a critical problem is just a lie. A critical problem would be something that affects let's say more than 20% of your fights or a scenario that commonly reoccurs. To name a few examples: - seeker memory not implemented for active missiles - TWS memory not implemented - ludicrous chaff mechanics - atmospheric conditions not affecting IR equipment - STT support not affecting active missile guidance past pitbull - guidance desyncs These are things that cause problems every other fight you have to play out. Comparatively firing HOJ happens once in a blue moon. Don't get me wrong having proper ECM mechanics would be a very cool thing. But until then my preferred options are either no ECM or a similar solution to the tomcat. Although full fidelity radars ignoring FC3 jammers is an interesting thing.. :)
  23. Even above 40 kft your effective shot range is around 20 nm 120C and that's stretching it quite far. Against a guy that isn't afk you will 90% miss outside 15 nm. 15 nm is still a poor pK.. HOJ with the current missile capabilities is futile. If you try high altitude HOJ from 20 miles on a tomcat you will already be dead by the time you get to launch. If you try < 30 kft HOJ shot it will not even reach him. And in this scenario shorter burnthrough actually benefits you since you get to position your HOJ shot from a closer distance. It is a waste of a missile nonetheless. 30 nm burnthroug on cat jammers is for eagles. TL;DR the tactics that are affected by the ECM implementation are either nonexistant or 1% margin of overall engagements. If you're trying to employ these tactics in DCS basically you are piloting your aircraft poorly. If we had missiles with longer legs it would be a more interesting discussion.
  24. This is pointless, against amraam users your ecm blinking is useless since missile afm their range is 10 - 15 miles at best while burnthrough is 30 miles. This ecm mechanic should be removed since its silly anyway. What they did on the tomcat is fairly reasonable for an spj given the available tools but fc jammers are just stupid.
  25. I doubt you understood the point. AWACS sees them clearly since it's calling it over radio. For prolonged periods.
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